Quote:
Originally Posted by Kira Mikami
I hate it, if someone sells something for so much money, just for a gamefile which is edited with no effort at all
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Of course I didn't have to do any bypassing, we can thank Neowiz for that, but getting this mod to where it is currently WAS very time consuming with the method I used,
mainly because this method is not used during runtime which is honestly much safer unless you are sure that you have a thorough bypass.
It's not as simple as "changing values in the game file."
I'm sure you're aware that you must have the same file size and memory size for a script to function properly without CTD. You can't just inject whatever function you want to modify the script. especially when setting instance variables to a static value, or adding completely new reference tokens to a function.
With that said, changing a struct float variable to a static float value requires you to add more filler code that can be
referenced within that class, to make up for the difference in size. The key is knowing how much space something utilizes.
Find the reference to a variable -> check its mem size -> calculate a rewritten function with the exact same size that is
useful as a modification. It's possible to rewrite the entire game with this method and battleeye would be no different. Rather than replacing simple values during runtime, such as enums or structure variables; you can change the entire script to function how you want it to. Another portion is testing the client thoroughly to see what exactly
can be modified before runtime.
This is how I was able to change handles on what functions did what. (
ie: pressing the sit/stand hotkey instead enables/disables fly mode)
As Ploxasarus said before, when decompiling and recompiling, file sizes have to be the same. Adding to a script before recompiling is effectively useless unless you know for certain that sizing is the same (file and memory).
I'm a little disappointed how much this is being discredited, when I know I dedicated hours/days to reviewing the code, matching sizes, testing the code, creating an effective means for allowing certain functions to run
before runtime, and making it easier for those who have no idea how any of this works. Not to mention keeping up with the vb.net code writing the correct bytes each patch. On top of school and work, this is definitely very time consuming
Quote:
Originally Posted by Kira Mikami
I think, BattlEye thought of this. A bypass has to be re-written for every game, its not coded just for the hackshield itself but maybe this info could help me. Thanks, i will look into it.
2016 i couldn't code a bypass by FAR. So im not really confronting him with his skills, but this 15$ shit isn't even a real release in my eyes.
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Also it wasn't $15 until many people already bought it for $5. After the first batch was released publicly for free, i upped the price to $10, then $15 after it was again leaked for free the next patch. This was actually a request from buyers so the hack would remain private.
Quote:
Originally Posted by Ploxasarus
I'm doubtful that blessphax can get around it.
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Why exactly is this doubtful?
Time and knowledge my friend :)